Compare any two graphics cards:
GeForce GTX 260 vs GeForce GTX 275
Intro
The GeForce GTX 260 has a GPU core speed of 576 MHz, and the 896 MB of GDDR3 memory runs at 999 MHz through a 448-bit bus. It also features 192 SPUs, 64 TAUs, and 28 ROPs.
Compare those specifications to the GeForce GTX 275, which features a clock speed of 633 MHz and a GDDR3 memory frequency of 1134 MHz. It also features a 448-bit memory bus, and makes use of a 55 nm design. It is comprised of 240 SPUs, 80 Texture Address Units, and 28 ROPs.
Power Usage and Theoretical Benchmarks
Power Consumption (Max TDP)
| GeForce GTX 260 |
|
182 Watts |
| GeForce GTX 275 |
|
219 Watts |
| |
Difference: 37 Watts (20%)
|
|
Memory Bandwidth
The GeForce GTX 275 should in theory be just a bit faster than the GeForce GTX 260 overall. (explain)
| GeForce GTX 275 |
|
127008 MB/sec |
| GeForce GTX 260 |
|
111888 MB/sec |
| |
Difference: 15120 (14%)
|
|
Texel Rate
The GeForce GTX 275 is a lot (approximately 37%) faster with regards to anisotropic filtering than the GeForce GTX 260. (
explain)
| GeForce GTX 275 |
|
50640 Mtexels/sec |
| GeForce GTX 260 |
|
36864 Mtexels/sec |
| |
Difference: 13776 (37%)
|
|
Pixel Rate
If running with lots of anti-aliasing is important to you, then the GeForce GTX 275 is the winner, though only just barely. (
explain)
| GeForce GTX 275 |
|
17724 Mpixels/sec |
| GeForce GTX 260 |
|
16128 Mpixels/sec |
| |
Difference: 1596 (10%)
|
|
Please note that the above 'benchmarks' are all just theoretical - the results were calculated based on the card's specifications, and real-world performance may (and probably will) vary at least a bit.
Price Comparison
Please note that the price comparisons are based on search keywords, and might not be the exact same card listed on this page. We have no control over the accuracy of their search results.
GeForce GTX 260
Amazon.com
Other US-based stores
Amazon.co.uk
Amazon.de
Amazon.fr
|
GeForce GTX 275
Amazon.com
Other US-based stores
Amazon.co.uk
Amazon.de
Amazon.fr
|
Specifications
| Model
| GeForce GTX 260 |
GeForce GTX 275 |
| Manufacturer
| nVidia |
nVidia |
| Year
| June 16, 2008 |
April 9, 2009 |
| Code Name
| G200 |
G200b |
| Fab Process
| 65 nm |
55 nm |
| Bus
| PCIe x16 2.0 |
PCIe x16 2.0 |
| Memory
| 896 MB |
896 MB |
| Core Speed
| 576 MHz |
633 MHz |
| Shader Speed
| 1242 MHz |
1404 MHz |
| Memory Speed
| 999 MHz |
1134 MHz |
| Unified Shaders
| 192 |
240 |
| Texture Mapping Units
| 64 |
80 |
| Render Output Units
| 28 |
28 |
| Bus Type
| GDDR3 |
GDDR3 |
| Bus Width
| 448-bit |
448-bit |
| DirectX Version
| DirectX 10 |
DirectX 10 |
| OpenGL Version
| OpenGL 3.1 |
OpenGL 3.1 |
| Power (Max TDP)
| 182 watts |
219 watts |
| Shader Model
| 4.0 |
4.0 |
| Bandwidth
| 111888 MB/sec |
127008 MB/sec |
| Texel Rate
| 36864 Mtexels/sec |
50640 Mtexels/sec |
| Pixel Rate
| 16128 Mpixels/sec |
17724 Mpixels/sec |
Memory Bandwidth: Bandwidth is the maximum amount of information (measured in megabytes per second) that can be transferred over the external memory interface within a second. It's calculated by multiplying the interface width by the speed of its memory. If it uses DDR memory, the result should be multiplied by 2 again. If DDR5, multiply by 4 instead.
The better the bandwidth is, the faster the card will be in general. It especially helps with anti-aliasing, HDR and higher screen resolutions.
Texel Rate: Texel rate is the maximum texture map elements (texels) that are applied in one second. This figure is worked out by multiplying the total texture units of the card by the core clock speed of the chip. The better the texel rate, the better the video card will be at texture filtering (anisotropic filtering - AF). It is measured in millions of texels processed in one second.
Pixel Rate: Pixel rate is the maximum amount of pixels the video card could possibly write to its local memory in a second - measured in millions of pixels per second. The number is calculated by multiplying the number of Render Output Units by the the core speed of the card. ROPs (Raster Operations Pipelines - also called Render Output Units) are responsible for filling the screen with pixels (the image).
The actual pixel fill rate also depends on quite a few other factors, especially the memory bandwidth - the lower the bandwidth is, the lower the potential to get to the max fill rate.
Comments
Be the first to leave a comment!